Browse Source

mc_pos_control: when close to current and previous, ajdust target velocity

sbg
Dennis Mannhart 8 years ago committed by Lorenz Meier
parent
commit
3e4ab5ed59
  1. 181
      src/modules/mc_pos_control/mc_pos_control_main.cpp

181
src/modules/mc_pos_control/mc_pos_control_main.cpp

@ -348,6 +348,8 @@ private: @@ -348,6 +348,8 @@ private:
bool in_auto_takeoff();
float get_vel_close(const matrix::Vector2f &unit_prev_to_current, const matrix::Vector2f &unit_current_to_next);
/**
* limit altitude based on several conditions
*/
@ -882,6 +884,49 @@ MulticopterPositionControl::in_auto_takeoff() @@ -882,6 +884,49 @@ MulticopterPositionControl::in_auto_takeoff()
_control_mode.flag_control_offboard_enabled;
}
float
MulticopterPositionControl::get_vel_close(const matrix::Vector2f &unit_prev_to_current,
const matrix::Vector2f &unit_current_to_next)
{
/* angle = cos(x) + 1.0
* angle goes from 0 to 2 with 0 = large angle, 2 = small angle: 0 = PI ; 2 = PI*0 */
float angle = 2.0f;
if (unit_current_to_next.length() > SIGMA_NORM) {
angle = unit_current_to_next * (unit_prev_to_current * -1.0f) + 1.0f;
}
/* velocity close to target adjusted to angle
* vel_close = a *b ^x + c; where at angle = 0 -> vel_close = vel_cruise; angle = 1 -> vel_close = vel_cruise/5.0 (this means that at 90degrees
* the velocity at target should be 1/5 * cruising speed;
* angle = 2 -> vel_close = min_cruising_speed */
/* middle cruise speed is a number between maximum cruising speed and minimum cruising speed and corresponds to speed at angle = 1.0 = 90degrees */
float middle_cruise_speed = 2.0f * _min_cruise_speed.get();
/* sanity check: make sure middle cruise speed is always in between min and max*/
middle_cruise_speed = ((_min_cruise_speed.get() < middle_cruise_speed)
&& (get_cruising_speed_xy() > middle_cruise_speed)) ? middle_cruise_speed : _min_cruise_speed.get() + SIGMA_NORM;
/* from maximum cruise speed, minimum cruise speed and middle cruise speed compute constants a, b and c */
float a = -((middle_cruise_speed - get_cruising_speed_xy()) * (middle_cruise_speed - get_cruising_speed_xy())) /
(2.0f * middle_cruise_speed - get_cruising_speed_xy() - _min_cruise_speed.get());
float c = get_cruising_speed_xy() - a;
float b = (middle_cruise_speed - c) / a;
float vel_close = a * powf(b, angle) + c;
/* sanity check: vel_close needs to be in between max and min */
if ((vel_close - _min_cruise_speed.get()) < SIGMA_SINGLE_OP) {
vel_close = _min_cruise_speed.get();
} else if (vel_close > get_cruising_speed_xy()) {
vel_close = get_cruising_speed_xy();
}
return vel_close;
}
float
MulticopterPositionControl::get_cruising_speed_xy()
{
@ -1440,12 +1485,11 @@ void MulticopterPositionControl::control_auto(float dt) @@ -1440,12 +1485,11 @@ void MulticopterPositionControl::control_auto(float dt)
_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_LOITER ||
_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_FOLLOW_TARGET) {
/* by default use current setpoint as is */
math::Vector<3> pos_sp = _curr_pos_sp;
/* line from previous to current and from pos to current */
matrix::Vector2f unit_prev_to_current((_curr_pos_sp(0) - _prev_pos_sp(0)), (_curr_pos_sp(1) - _prev_pos_sp(1)));
matrix::Vector2f vec_prev_to_current((_curr_pos_sp(0) - _prev_pos_sp(0)), (_curr_pos_sp(1) - _prev_pos_sp(1)));
matrix::Vector2f vec_pos_to_current((_curr_pos_sp(0) - _pos(0)), (_curr_pos_sp(1) - _pos(1)));
@ -1456,10 +1500,19 @@ void MulticopterPositionControl::control_auto(float dt) @@ -1456,10 +1500,19 @@ void MulticopterPositionControl::control_auto(float dt)
&& ((pos_sp_diff.length()) < SIGMA_NORM);
/* only follow line if previous to current has a minimum distance */
if (unit_prev_to_current.length() > 0.1f && !stay_at_current_pos) {
if ((vec_prev_to_current.length() > _nav_rad.get()) && !stay_at_current_pos) {
/* normalize prev-current line (always > nav_rad) */
matrix::Vector2f unit_prev_to_current = vec_prev_to_current.normalized();
/* normalize prev-current line (always > 0.1) */
unit_prev_to_current = unit_prev_to_current.normalized();
/* unit vector from current to next */
matrix::Vector2f unit_current_to_next(0.0f, 0.0f);
if (next_setpoint_valid) {
unit_current_to_next = matrix::Vector2f((next_sp(0) - pos_sp(0)), (next_sp(1) - pos_sp(1)));
unit_current_to_next = (unit_current_to_next.length() > SIGMA_NORM) ? unit_current_to_next.normalized() :
unit_current_to_next;
}
/* point on line closest to pos */
matrix::Vector2f closest_point = matrix::Vector2f(_prev_pos_sp(0), _prev_pos_sp(1)) + unit_prev_to_current *
@ -1473,8 +1526,12 @@ void MulticopterPositionControl::control_auto(float dt) @@ -1473,8 +1526,12 @@ void MulticopterPositionControl::control_auto(float dt)
/* current velocity along track */
float vel_sp_along_track_prev = matrix::Vector2f(_vel_sp(0), _vel_sp(1)) * unit_prev_to_current;
bool close_to_current = vec_pos_to_current.length() < _target_threshold_xy.get();
bool close_to_prev = (vec_prev_to_pos.length() < _target_threshold_xy.get()) &&
(vec_prev_to_pos.length() < vec_pos_to_current.length());
/* indicates if we are at least half the distance from previous to current close to previous */
bool close_to_prev = ((_curr_pos_sp - _prev_pos_sp).length() * 0.5f) > vec_prev_to_pos.length();
bool is_2_target_threshold = vec_prev_to_current.length() >= 2.0f * _target_threshold_xy.get();
/* check if the current setpoint is behind */
bool current_behind = ((vec_pos_to_current * -1.0f) * unit_prev_to_current) > 0.0f;
@ -1504,83 +1561,81 @@ void MulticopterPositionControl::control_auto(float dt) @@ -1504,83 +1561,81 @@ void MulticopterPositionControl::control_auto(float dt)
vel_sp_along_track = vec_pos_to_current.length() * _params.pos_p(0);
vel_sp_along_track = (vel_sp_along_track < get_cruising_speed_xy()) ? vel_sp_along_track : get_cruising_speed_xy();
} else if ((vec_prev_to_pos.length() < _target_threshold_xy.get()) && close_to_prev) {
/* accelerate from previous setpoint towards current setpoint */
/* the minimum cruise speed is the previous velocity setpoint along track: this ensures that we do not slow down when moving towards current setpoint */
float min_cruise_speed = sqrtf(_vel(0) * _vel(0) + _vel(1) * _vel(1));
/* we don't want to get stucked with zero velocity setpoint: enforce a min cruise speed */
min_cruise_speed = (min_cruise_speed > _min_cruise_speed.get()) ? min_cruise_speed : _min_cruise_speed.get();
} else if (close_to_prev) {
/* accelerate from previous setpoint towards current setpoint */
/* make sure min cruise speed is smaller as maximum cruise speed */
min_cruise_speed = (min_cruise_speed < get_cruising_speed_xy()) ? min_cruise_speed : get_cruising_speed_xy();
/* we are close to previous and current setpoint
* we first compute the start velocity when close to current septoint and use
* this velocity as final velocity when transition occurs from acceleration to deceleration.
* This ensures smooth transition */
float final_cruise_speed = get_cruising_speed_xy();
float target_threshold = _target_threshold_xy.get();
/* compute the velocity along the track depending on distance close to previous setpoint with assumption that
* at previous setpoint the vehicle had zero velocity */
float slope = (get_cruising_speed_xy() - min_cruise_speed) / _target_threshold_xy.get();
vel_sp_along_track = slope * (vec_prev_to_pos.length()) + min_cruise_speed;
if (!is_2_target_threshold) {
/* take over the previous velocity setpoint along track if larger since we want to accelerate */
if (vel_sp_along_track_prev > vel_sp_along_track) {
vel_sp_along_track = vel_sp_along_track_prev;
}
/* set target threshold to half dist pre-current */
target_threshold = vec_prev_to_current.length() * 0.5f;
} else if (vec_pos_to_current.length() < _target_threshold_xy.get()) {
/* slow down when close to current setpoint */
/* velocity close to current setpoint with default zero if no next setpoint is available */
float vel_close = 0.0f;
float acceptance_radius = 0.0f;
if (next_setpoint_valid && !(_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_LOITER)) {
/* since we have a next setpoint use the angle prev-current-next to compute velocity setpoint limit */
/* unit vector from current to next */
matrix::Vector2f unit_current_to_next((next_sp(0) - pos_sp(0)), (next_sp(1) - pos_sp(1)));
unit_current_to_next = (unit_current_to_next.length() > SIGMA_NORM) ? unit_current_to_next.normalized() :
unit_current_to_next;
/* we want to pass and need to compute the desired velocity close to current setpoint */
if (next_setpoint_valid && !(_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_LOITER)) {
/* get velocity close to current that depends on angle between prev-current and current-next line */
vel_close = get_vel_close(unit_prev_to_current, unit_current_to_next);
acceptance_radius = _nav_rad.get();
}
/* angle = cos(x) + 1.0
* angle goes from 0 to 2 with 0 = large angle, 2 = small angle: 0 = PI ; 2 = PI*0 */
float angle = 2.0f;
/* compute velocity at transition where vehicle switches from acceleration to deceleration */
if ((target_threshold - acceptance_radius) < SIGMA_NORM) {
final_cruise_speed = vel_close;
if (unit_current_to_next.length() > SIGMA_NORM) {
angle = unit_current_to_next * (unit_prev_to_current * -1.0f) + 1.0f;
} else {
float slope = (get_cruising_speed_xy() - vel_close) / (_target_threshold_xy.get() - acceptance_radius);
final_cruise_speed = slope * (target_threshold - acceptance_radius) + vel_close;
final_cruise_speed = (final_cruise_speed > vel_close) ? final_cruise_speed : vel_close;
}
}
/* velocity close to target adjusted to angle
* vel_close = a *b ^x + c; where at angle = 0 -> vel_close = vel_cruise; angle = 1 -> vel_close = vel_cruise/5.0 (this means that at 90degrees
* the velocity at target should be 1/5 * cruising speed;
* angle = 2 -> vel_close = min_cruising_speed */
/* make sure final cruise speed is larger than minimum curise speed */
final_cruise_speed = (_min_cruise_speed.get() < final_cruise_speed) ? final_cruise_speed : _min_cruise_speed.get();
/* middle cruise speed is a number between maximum cruising speed and minimum cruising speed and corresponds to speed at angle = 1.0 = 90degrees */
float middle_cruise_speed = 1.0f;
/* compute the velocity along the track depending on distance close to previous setpoint */
if ((target_threshold - _nav_rad.get()) < SIGMA_NORM) {
vel_sp_along_track = _min_cruise_speed.get();
/* make sure min cruise speed is always smaller than middle cruise speed but larger than 0*/
float min_cruise_speed = (_min_cruise_speed.get() < middle_cruise_speed) ? _min_cruise_speed.get() : middle_cruise_speed
- 0.01f;
} else {
float slope = (final_cruise_speed - _min_cruise_speed.get()) / (target_threshold - _nav_rad.get());
vel_sp_along_track = slope * (vec_prev_to_pos.length() - _nav_rad.get()) + _min_cruise_speed.get();
}
/* make sure min cruise speed is larger than zero: this case should never occur unless _min_cruise_speed is negative */
min_cruise_speed = (min_cruise_speed < 0.0f) ? SIGMA_SINGLE_OP : min_cruise_speed;
/* sanity check: enforce minimum cruise speed */
vel_sp_along_track = (vel_sp_along_track < _min_cruise_speed.get()) ? _min_cruise_speed.get() : vel_sp_along_track;
/* take over the previous velocity setpoint along track if larger since we want to accelerate */
if (vel_sp_along_track_prev > vel_sp_along_track) {
vel_sp_along_track = vel_sp_along_track_prev;
}
/* from maximum cruise speed, minimum cruise speed and middle cruise speed compute constants a, b and c */
float a = -((middle_cruise_speed - get_cruising_speed_xy()) * (middle_cruise_speed - get_cruising_speed_xy())) /
(2.0f * middle_cruise_speed - get_cruising_speed_xy() - min_cruise_speed);
float c = get_cruising_speed_xy() - a;
float b = (middle_cruise_speed - c) / a;
float vel_close = a * powf(b, angle) + c;
} else if (close_to_current) {
/* slow down when close to current setpoint */
/* sanity check: vel_close needs to be in between max and min */
vel_close = (PX4_ISFINITE(vel_close)) ? vel_close : _min_cruise_speed.get();
if (next_setpoint_valid && !(_pos_sp_triplet.current.type == position_setpoint_s::SETPOINT_TYPE_LOITER)) {
/* since we have a next setpoint use the angle prev-current-next to compute velocity setpoint limit */
if (!(vel_close >= min_cruise_speed) && !(vel_close <= get_cruising_speed_xy())) {
vel_close = min_cruise_speed;
}
/* get velocity close to current that depends on angle between prev-current and current-next line */
float vel_close = get_vel_close(unit_prev_to_current, unit_current_to_next);
/* compute velocity along line which depends on distance to current setpoint */
float slope = (get_cruising_speed_xy() - vel_close) / (_target_threshold_xy.get() - _nav_rad.get()) ;
vel_sp_along_track = slope * (vec_closest_to_current.length()) + vel_close;
if (vec_closest_to_current.length() < _nav_rad.get()) {
vel_sp_along_track = _min_cruise_speed.get();
/* make sure vel_sp_along_track is positive */
vel_sp_along_track = (vel_sp_along_track < 0.0f) ? SIGMA_SINGLE_OP : vel_sp_along_track;
} else {
float slope = (get_cruising_speed_xy() - vel_close) / (_target_threshold_xy.get() - _nav_rad.get()) ;
vel_sp_along_track = slope * (vec_closest_to_current.length() - _nav_rad.get()) + vel_close;
}
/* since we want to slow down take over previous velocity setpoint along track if it was lower */
if ((vel_sp_along_track_prev < vel_sp_along_track) && (vel_sp_along_track * vel_sp_along_track_prev > 0.0f)) {

Loading…
Cancel
Save